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When I try and load my Emerald ROM in A-Trainer, I get an error message saying "Subscript is out of range - [email protected]", and then I can't proceed any farther? This is the first time that this has happened when I've used it, so I'm not sure what the issue is. It isn't just my modified ROM, a clean one gets the same message.

Also, the Bug.txt file gets this printed out into it: "20121016|224113|6.1.7601|0.9.1|DrawTile8|9|modLZ77|Subscript out of range|4" if that helps identify the problem.

This is kinda a big deal, so if someone could help me fix this, I'd really appreciate it.

After the credits of Fire Red is there a way for me to pick where I respawn (I don't want to in Pallet Town)? I thought it would work by changing sethealplace to another value other than 1 but I can't seem to get it to work. Thoughts?

Will someone please look at the attached picture and tell me what movement permission that blocktype should have. If i am correct, i remember being able to walk on that block in pokemon games, so i would like to know what the permission i need is. I currently have it as 1 (Not Passable)

Will someone please look at the attached picture and tell me what movement permission that blocktype should have. If i am correct, i remember being able to walk on that block in pokemon games, so i would like to know what the permission i need is. I currently have it as 1 (Not Passable)

Put them, as well as the whole top part as "10".
Then put the stairs that connects to that as "0".

Assuming that's your first "level".

A level is something after a 0 (a connecter). So basically, if you have stairs (0), then a mountain, that's considered level 3, and you'd use 10. If after the 10 you use stairs (0) and then another mountain, you would use 14. The regular (C) is considered level 2, and then level one is if you went under ground (cave indents). I hope that helps explain it...

Put them, as well as the whole top part as "10".
Then put the stairs that connects to that as "0".

Assuming that's your first "level".

A level is something after a 0 (a connecter). So basically, if you have stairs (0), then a mountain, that's considered level 3, and you'd use 10. If after the 10 you use stairs (0) and then another mountain, you would use 14. The regular (C) is considered level 2, and then level one is if you went under ground (cave indents). I hope that helps explain it...

So all non passable blocks = 1
Walkable blocks = C
As soon as you go up 1 or more = 10?

1) I just made a sprite in NSE and want to import it into my game so I can use it (it's going to be a trainer sprite, so I want to be able to see it in advanced trainer). Does anyone have a tutorial on this?

2) Anyone have an Ash sprite around? I am terrible with making sprites and I would like to have ashe in my game. Preferably it's him standing facing towards you with pikachu beside him.

3) If anyone has any custom made sprites they don't mind me using (of course you'll get credit) may I borrow them?

how do you add berries to firered?
also how do you make that mud thingy where you need a mach bike to pass for firered?

You would need to add in the same Assembly Routine as Ruby and Sapphire has in order for berries to occur, as well as a real-time clock. There's already a tool that can implement a Day/Night system, it's called Day&Night (D&N) or Day, Night & Seasons (DNS).

And I'm not exactly sure where the berry routine binary data is in RSE, sorry.

I inserted a custom flower into Fire Red. When I click "Load New Blocks", the flowers come up perfectly. Then only problem is, when I go in-game to check out the flowers, they aren't there... They're just the default flowers. This is strange because they show up perfectly in A-Map but not in-game. Any solutions?

Could you also show me an image of multilevels? A low, normal then high? Thankyou

Spoiler:

If you want a quick and easy way to identify what each movement permission does, then just hover your mouse over the tile and an explanation should appear in the bottom left corner of A-Map. The same thing applies for the long list of permissions on the right hand side of the program.

Quote:

Originally Posted by awipe1

1) I just made a sprite in NSE and want to import it into my game so I can use it (it's going to be a trainer sprite, so I want to be able to see it in advanced trainer). Does anyone have a tutorial on this?

I inserted a custom flower into Fire Red. When I click "Load New Blocks", the flowers come up perfectly. Then only problem is, when I go in-game to check out the flowers, they aren't there... They're just the default flowers. This is strange because they show up perfectly in A-Map but not in-game. Any solutions?

Thanks for your time in advance :)

That's because the tile in A-Map is more of a place holder than an actual tile - The game loads a pre-set animation over it regardless of what is there in A-Map.

If you want to change the animation to something else or remove it completely then you could use AnimEditor or NSE (which has it in the animation in its bookmarks). I'd suggest using AnimEditor as you can also increase or reduce the frames in the animation, change which tiles display it or even make completely new animations for different tiles.

Me and a friend are working on a rom hack, we both just started doing this.

What we want to know is, can we take firered, delete all the maps/events/scripts everything and start fresh?

or do we have to use all the maps they give us and just delete all the events off it, resize the maps and do it that way?

Deleting all the maps/events/scripts would take a lengthy bit of time. Maps can be deleted in A-Map, but the events/scripts you'd have to search through every single offset in the game and delete them separately,one by one.

Anyway, I'm not EXACTLY sure if my question fits this thread, so apologies.
Question:
So far the only way to change what music plays at any given time in FireRed (specifically in battle) is MMX's Music Replacement hex code thing, right?

I'm trying to use it, but I've only been learning hex for about 3 weeks (because relying on tools is for noob hackers).
Here's the main routine, as you can see it's not changed from the one at sfc.pokefans.net
(just go to the lessons page, "Fancy Knowledge #3." I'm not at 15 posts yet and I don't think you would appreciate me gumming up your forum trying to reach 15 before posting this. The site is just there for reference, hopefully all the information needed is in this post)

(Yes I know it's in pokescript. The website specifically says pokescript, and who am I to argue with the great and powerful overlords known as the people who can actually hex?)

The music values are just there for test, I forgot which is which, I actually created TWO scripts that flops them around.
I'm TRYING to replace basic battle music. What I replace it with isn't important at the moment, I'm testing this in a clean ROM before even daring to attempt it on my hack, which uses an extended music table.
I am not EXACTLY sure what the problem is, but I may have narrowed it down:
a. I'm just using the wrong music values?
b. I'm just using the setvar command wrong? (unlikely imo, setvar isn't that hard)
c. There has been some babble about variable values being the cause of most, if not all problems had with this loader, if that is the case, help me out!
d. I derped up a pointer or something. Very likely.

Whatever the problem is, please point me in the right direction for fixing it! (Or if this is the wrong thread, please point me to the right one!)
[I KNOW there is a scripting help thread, but with all this hex stuff I was unsure if that was appropriate!]

Could anyone help me figure out how many colors I can have in a tileset? It would be a huge help if someone could let me know so I don't have to manually count every different color in the palette. I'm trying to make a completely custom tileset for a hack, and I need to know what my limitations are so I don't waste time making tiles that can't be used.

Could anyone help me figure out how many colors I can have in a tileset? It would be a huge help if someone could let me know so I don't have to manually count every different color in the palette. I'm trying to make a completely custom tileset for a hack, and I need to know what my limitations are so I don't waste time making tiles that can't be used.

16 colors per tileset. One is the background (transparent) color though, so that leaves 15 pretty much. But each tile can use different palletes.

How do I add more sprites to the sprite collection for trainers? For example, when I go to advanced trainer, the sprites only go up to 147, I want to add more. How would I do that? If it is possible to do so, how do I add the sprite I want?

Also can someone teach me how to add more person event sprites? I think that will eventually come in handy =P

How do I add more sprites to the sprite collection for trainers? For example, when I go to advanced trainer, the sprites only go up to 147, I want to add more. How would I do that? If it is possible to do so, how do I add the sprite I want?

Also can someone teach me how to add more person event sprites? I think that will eventually come in handy =P

Actually, if you would take the time to scroll up a few posts, you would see that DrFuji has answered your question by linking you to a tutorial on how to do such a thing.

Actually, if you would take the time to scroll up a few posts, you would see that DrFuji has answered your question by linking you to a tutorial on how to do such a thing.

I'm so sorry I missed that.
Thanks to him for the tutorial and thanks to you for pointing it out but now I have another question, Instead of replacing a sprite, is there a way to add more sprites? (for example, I can currently pick from 147 sprites, I would like to be able to choose from more)

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